At 2nd level, and every four levels thereafter, a contractor can select a perk—an additional benefit she exacts from her contract. Unless otherwise noted, she can only select each perk once. Perks marked * apply to her beam attacks; she can only use one of these at a time, chosen when she either fires or begins charging her beam. Perks marked ** apply to her barrier; she can only benefit from one at a time, chosen when she forms her barrier.

Select one alignment. When the contractor projects her barrier, she can create a magic circle effect against that alignment (as magic circle against evil) with an area equal to that of her barrier. The circle may be focused either inward or outward, as the spell. The contractor cannot augment this circle with a diagram, but there is no actual circle of powdered silver to be disturbed. A creature trapped within an aligned barrier must somehow force the contractor to dismiss her barrier, or simply wait until her barrier rounds run out, in order to escape.

The contractor feeds on the magical energies captured by her barrier, enhancing her magic. Select two 0-level spells from the sorcerer/wizard spell list. The contractor may cast these at will as spell-like abilities within her barrier, using her contractor level as her caster level. The save DC for this abilities is Charisma-based.

The energies of the contractor's barrier shield her from physical harm. While inside her barrier, the contractor receives a +4 armor bonus to AC. At 7th level, and every odd-numbered level thereafter, this bonus increases by +1.

As a move action, a contractor inside her barrier can teleport to any other location within her barrier as a move action by expending 2 of her daily barrier rounds. This movement does not provoke attacks of opportunity. A contractor must have line of sight to her destination to use this ability. She can bring other willing creatures with her, but must expend an additional 2 daily barrier rounds for each creature brought.

Within her barrier, the contractor's successful melee attacks deal an extra 1d6 energy damage. The energy type must be one that the contractor can apply to her beam (so fire is always an option; if the contractor has the holy beam perk, she can select positive energy). This extra damage does not stack with extra damage from weapon special abilities, and is not multiplied on a critical hit. The contractor may select this perk multiple times, each time adding 1d6 of another energy type to her melee attacks within her barrier.

When the contractor fires a beam, she can choose to amplify its flame. Creatures who fail their saves against a burning beam catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Flammable objects in the area of a burning beam also light up, on top of taking the beam's damage.

As a standard action, the contractor may transform her buster device into a worn tower shield and back. The contractor may do this as an immediate action instead by spending 1 point from her buster device's divine pool. Transforming the tower shield back into a weapon is a swift action. In shield form, the buster device retains its personality and all of its abilities. The shield always bears a distinctive crest aesthetically linked to the buster device's true appearance.

When the contractor fires a beam, she can choose to focus its energy directly in front of her. The length of the line attack becomes 10 feet, but creatures in that area take an additional amount of damage equal to the contractor's level.

The contractor's barrier functions as a tiny hut of its radius, except that any number of creatures may occupy it at a time. Any creatures in the barrier when it is projected can enter and exit freely, as well as up to nine other Medium creatures of the contractor's choosing.

When the contractor fires a beam, she can choose to have it sear her enemies with negative energy. This only harms creatures who are normally harmed by negative energy (such as most living creatures), and has no effect (not even healing) on all other creatures. Creatures in the area of a dark beam must make a Will save to take half damage, not a Reflex save.

Creatures inside the contractor's barrier gain Resistance 5 against one type of elemental damage. The contractor selects the element when she selects this perk. At 6th, 12th, and 18th levels, this resistance increases by 5, to a maximum of 20. A contractor may take this perk up to two times, each time selecting a different element.

When the contractor projects her barrier, she can choose for magical vines to burst from the ground within it. This does not permanently damage the soil or floor—when her barrier is dismissed, the vines disappear and the ground repairs itself.

The contractor can select any number of creatures within her barrier when she creates this effect. Those creatures must make Reflex saves or become entangled by thorny vines, as the spell. They remain entangled until they break free or the barrier is dismissed, whichever comes first. Creatures that enter the area after the barrier is projected do not risk becoming entangled, but the entire barrier is considered difficult terrain while the effect lasts.

When the contractor fires a beam, she can choose to have it inflict force damage. A force beam's damage dice are decreased by one step. Creatures who fail their save against a force beam are knocked prone.

When the contractor fires a beam, she can choose to have it sear her enemies with positive energy. This only harms creatures who are normally harmed by positive energy (such as undead), and has no effect (not even healing) on all other creatures. Creatures in the area of a holy beam must make a Will save to take half damage, not a Reflex save.

The contractor gains the service of a weak magical creature. Treat this as a familiar, using the contractor's level - 3 as her effective wizard level. This familiar follows the rules for familiars presented in the arcane bond wizard class feature. If the contractor already has a familiar from another class, the effective wizard levels from those classes stack. The contractor may under no circumstances have multiple familiars.

Special: Contractors with the buster device or eidolon pacts may not select this perk.

Each time a creature inside the contractor's barrier uses a spell, spell-like ability, or supernatural attack (like a beam), the barrier gains a 'residual energy point.' Every creature within the barrier gains an increase to caster level equal to the barrier's residual energy points for the purposes of determining spell range (this applies for beams as well). Additionally, the contractor receives an incremental +1 bonus to Perception and Spellcraft checks per point of residual energy. When a barrier is dismissed, all residual energy is lost.

When the contractor fires a beam, she can choose to alter its area of effect. She can choose to transform the beam into a 15-foot cone originating from her, a 30-foot vertical line targeting any one square within her barrier to which she has line of sight, or a 10-foot burst emanating from her. This decision need not be made when the contractor begins charging a beam.

The contractor gains the ability to smite once per day as a paladin of her level. When the contractor first selects this perk, she chooses one alignment diametrically opposed to her own (for instance, evil if she is good). That is the alignment she can smite. A contractor may take this perk one additional time per six contractor levels, each time gaining an additional daily use of smite.

When the contractor fires a beam, she can choose to have it inflict sonic damage. A sound beam's damage dice are decreased by one step, except against crystalline creatures. Creatures hit by a sound beam are deafened for 1 minute unless they succeed at a Fortitude save.

A contractor may completely empty her barrier's residual energy reservoir when firing a beam. If she does so, the beam is treated as though she had charged it one round per point of residual energy depleted.

The contractor's familiar reveals a hidden talent. It gains 4 evolution points that can be spent on any configuration of the following evolutions: basic magic (1 point), unnatural aura (1 point), ability score increase (Intelligence or Wisdom only) (2 points), minor magic (2 points), major magic (3 points), breath weapon (4 points), dimension door (4 points), fast healing (4 points), incorporeal form (4 points), lifesense (4 points), or ultimate magic (4 points). If an evolution refers to or requires a Charisma score, use the familiar's Wisdom or its Intelligence, whichever of the two is higher. If any of these evolutions require that the familiar possess another evolution, ignore that requirement. When an evolution refers to the eidolon's hit dice, instead use the contractor's hit dice.

When the contractor fires a beam, she can choose to have it inflict any two types of damage she could otherwise have it inflict. Half the damage is one type, the other half is the other. (So a contractor with the shocking beam perk could fire a beam that deals half fire damage, half electricity damage.)

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